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EW_Brang sprites.

6 replies · 3,275 views · Started 08 May 2009

import "std.zh"
int ewbrangsprite = 100; //Replace that number with sprite ID.

global script EW_Brang{
void run(){
while(true){
for(int count = 1; count <= Screen->NumEWeapons(); count++){
eweapon test = Screen->LoadEWeapon(count);
if(test->ID == 131) test->UseSprite(ewbrangsprite);
}
Waitframe();
}
}
}


Have you gotten sick of those Goriyas using the same boomerang Link has by default? Well this script replaces that sprite with a custom one you choose.

To implement it. You first need to make the sprite, write down the ID of the sprite. And replace the number 100 in line 2 with the ID of whatever sprite you want to use for the EW_Brang.

Thanks to Joe123 for helping me figure out the method of going by doing this.

It's not that it would work better (or at least, it wouldn't appear to).
It'd just stop you from checking through about 250 non-existent EWeapons every single frame, which isn't a great idea.

😕

Say what? It's 255 last time I checked, it's the max that it checks, but the idea of using Screen->NumEWeapon would make much sense.

Yes, 255 total. But, at most, 6-8 would be on screen at once (in normal circumstances), and maybe 3 will be goriyas? Yeah.

Anyway, anything to reduce the running time of the script by 2 orders of magnitude is a good thing.